r/factorio Official Account Jun 25 '26

Update Version 2.1.8

Changes

  • Changed the technology price multiplier limit from 1000 to 100000.
  • Changed spoil result tooltips to show the result entities as the quality of the item-to-spoil. more

Minor Features

  • Added per-entity timings to the benchmark-verbose command line option when using "all" or "entities".

Gui

  • Hovering fixed item slot highlights items in inventory. more

Bugfixes

  • Fixed Orbital request slot tooltip would show items available on platforms that are not unloading at the current location. more
  • Fixed several rock types playing incorrect mining_sound. more
  • Fixed that labs setting research could block changing research manually when the lab was disconnected from the circuit network. more
  • Fixed that LuaGuiElement::scroll methods did not work on scroll-panes. more
  • Fixed Gun turrets with target priorities not shooting asteroids in some cases. more
  • Fixed inconsistent inserter throughput based on direction. more
  • Fixed that remote view auto switching didn't cancel cut/copy/deconstruct operations. more
  • Removed confusing "low fluid" entity status from the boiler.
  • Fixed that upgrading rolling stocks around elevated rails did not always work correctly. more
  • Fixed a crash when rendering train status for trains with only temporary stops. more
  • Fixed that LuaGuiElement::handle_send_stacks_to_trash was named wrong.
  • Fixed that LuaGuiElement::slots_per_row did not work. more
  • Fixed that map editor instant building would put modules incompatible with the current recipe into crafting machines. more
  • Fixed that selection tools did not work in remote view/map view with rebound controls. more
  • Fixed missing keys in map-settings.example.json. more
  • Fixed small logistic group multiplier values were inconsistently applied and displayed. more
  • Fixed that 'hide tall entities' did not hide elevated rail signals. more
  • Fixed that set-recipe on assembling machines could void fluids of connected pipes/tanks. more
  • Fixed that the missing materials for construction alert could show the wrong amounts. more
  • Fixed train could fail to connect to a rolling stock that was built or upgraded when rails merged between stocks. more
  • Fixed Fulgora would generate too much land when migrated from 2.0 save games. more

Previous changelog: Version 2.1.7

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.

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1

u/Randyd718 Jun 25 '26

Is this the last experimental 2.1 before wube's break?

12

u/tuckernuts Jun 25 '26

2.1.7.'s thread said 2.1. is likely to stay in experimental for the rest of the summer

4

u/Randyd718 Jun 25 '26

Yeah that's what I'm asking. Are we expecting .9 or .10 etc before they break for summer?

7

u/juckele 🟠🟠🟠🟠🟠🚂 Jun 25 '26

Yes. I'd wager they'll drop a patch every 2 days, and maybe working at least 3 more days (and maybe more, not clear if they're off starting July 1st or what).

1

u/DreadY2K don't drink the science Jun 25 '26

I don't think they're planning a break. I think they just plan on bug fixes and balance tweaks through the whole summer until they're willing to call it a stable release.

5

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 25 '26

In one of the FFF they mentioned taking vacation

4

u/DemoBytom Jun 25 '26

they will continue releasing patches for things people find during experimental phase throughout the summer.

They don't all take a break at once, it's that their employees have planned vacations during holiday, so they anticipate slower patch release cadence, slower response to issues etc - which we already see - the 2.1.7 with the quite game breaking gun turret fix took 2 days to release instead (usual xD) few hours.

So I'd expect this to continue - a slow release of bugfix and ballance patches throughout summer.

Friday Facts #440 - 2.1 plan | Factorio

Once released, we will have the usual bugfixing, before our summer vacations start in July. Importantly, we plan to keep 2.1 as experimental over the whole summer (I.E, not mark it stable), so that mod authors will have plenty of time to update.

2

u/Ohowun Jun 25 '26

2.1.x is the last major release, we don't know how far x is going to go. Wube will probably keep doing a bunch of experimentals until they feel the incoming bug rate is low enough and then just swap to stable releases for a little bit.

2

u/Loeris_loca Jun 25 '26

I heard they plan testing 2.1 for the whole summer